New to Live Action Roleplaying?
If you've never LARPed before or have been away for a while, creating a character from scratch and getting into the game can be a daunting prospect. No problem! We're always in need of people to play NPCs (Non-Player Characters) or Ghouls. This can be a great way to get a feel for the game.
We'll pair you with an experienced player who won't mind giving you a bit of direction if you're feeling a little lost. Any games you play as an NPC or Ghoul earn you experience points to help you build a great character.
At first glance, a Vampire LARP can appear intimidating. However, it really is a very simple system and a lot of fun. So, even those of you who have never played before have no excuse! We look forward to hearing from you.
Essential Information
It can't be stressed enough that it's best to have your own copy of Mind's Eye Theatre: Laws of the Night (Revised) for quick reference to game mechanics, and the mythos of Vampire: The Masquerade. Later on, you may be interested in some of the other books available, especially the Clanbook for your character's specific clan, which will provide background and tips for playing an especially well-rounded and convincing character. But in the meantime, here's some basic information that your character will hopefully know, if he hopes to survive. After all, you want to impress the Prince at that all-important presentation, right?
The World of Darkness
Look outside your window, and you will see a world that is full of people and places, the majority comfortable and friendly, a few hidden in shadows. In the World of Darkness, this is reversed. Dangerous people and creatures prevail, daylight hours are shorter, and if anything nasty befalls you, it's not a given that someone will even notice. This is the world that Vampires, or Kindred, inhabit.
The Camarilla
In order to maintain their power in the World of Darkness, most Vampires claim allegiance to The Camarilla, a structured organization dedicated to preserving and furthering the hold Kindred society has over the world - unbeknownst to humans. Though there are some vampires who do not claim membership in this sect (in some areas they actually outnumber Camarilla Kindred), those of the Camarilla claim them, whether they like it or not.
There are seven main clans which belong to the Camarilla. These are:
- Assamites: The mysterious Assassins of the Kindred world, long held outside Camarilla society, they have recently been allowed admittance as a Probationary Clan - so long as they affirm their allegience. Most Kindred, however, still hold them in distrust.
- Brujah: These are the rebels of Kindred society, whether with or without a cause. They are mostly thought of as the brawn within the Court, but their Elders remember a time when the clan was made of warrior kings and scholars.
- Malkavian: Cursed with madness, the Lunatics are often underestimated, and ignored. But they can often see what no one else can... unless they decide to share their insights, which may be more than most can handle.
- Nosferatu: Where the Malkavian curse is mental, the Nosferatu are most affected physically. Hideous creatures, they are often hidden away where no one else will look - sewers and subterranean corridors where they control all. Likewise, in the corridors of information, they are often the ones to control that flow as well.
- Toreador: Artists and poseurs, degenerates and patrons, above all, the Toreador are always a wonder to behold. But in a Kindred's endless nights, often a love of beauty is twisted into a desire to debase it.
- Tremere: The shadowy origins of this clan are buried in their mastery of dark magic - secrets they guard jealously, to the extent of destruction of those who would steal those secrets.
- Ventrue: The Clan of Kings, as it is known, have long been rulers in the Camarilla, using money and influence to wield power over all others.
Each clan has its own distinct nature, but each individual Vampire may be more or less like the stereotype than his clanmates.
Camarilla Hierarchy
There is a structure to the Camarilla, which every Kindred knows and respects - or at least pretends to - if he expects to survive for long.
- The Court: In every city claimed by the Camarilla, the Kindred who claim its protection will gather to meet, do business, socialize, and plot. They group themselves by their Clan, and recognize the eldest of them as their Primogen (although some clans choose their leader through other methods). They often appoint another Kindred as Whip, who, if necessary, will speak for the clan if the Primogen is absent.
- Court Positions: There are several duties that must be performed for this group of disparate ideals to function as a whole. This falls to the various Kindred who fill the following roles:
- Prince: The ruler of the city, the Prince holds Domain over all, and his word is law.
- Seneschal: Chosen by the Prince, the Seneschal acts in his stead when the Prince is not available. Often a political appointment, Seneschals can be removed at will.
- Harpy: Kindred society functions in large part by respecting the status of those who are your elders, or those who have earned the respect of the elders. Harpies track these reputations, and the deeds and scandals which are behind them, awarding and stripping this status as they see fit.
- Keeper of Elysium: With all the politics and tension inherent in Kindred society, places must exist for Kindred to gather without fear for their safety, from other members of the Court. This is one of the reasons for Elysiums, places where life and limb, as well as art and beauty, are respected and must not be harmed. The Keeper is responsible for maintaining this order, as well as for maintaining the Masquerade (see below), and may punish those responsible for violations.
- Sheriff: Responsible for keeping order, the Sheriff is immune to the powers of the Keeper, but not from the Traditions. He is often employed as a strong arm of the Prince's will.
- Scourge: All Kindred in a city are responsible for presenting themselves to the Prince, as per the Tradition of Hospitality (see below). Those that do not do so forfeit the protection of the other Traditions, and are at the mercy of the Scourge, who may merely force them to present themselves, or destroy them for their refusal to conform to the Traditions.
- Justicars: Each clan has an Elder, feared more that any other, who presides over the affairs of that clan.
- Archons: These are the servants of the Justicars, appointed to investigate their concerns and mete out their justice.
- The Inner Circle: Above even the Justicars, whom they appoint, is this shadowy group of the very eldest of each clan, who plan the business and battles of the Camarilla.
The Traditions
For Camarilla Vampires, these are the laws to live by. If you've chosen a character who has not claimed allegiance to the Cam, you'll still need to know them.
- The Masquerade: Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall renounce thy claims of Blood.
- The Domain: Thy domain is thy concern. All others owe thee respect while in it. None may challenge thy word in thy domain.
- The Progeny: Thou shalt sire another one with permission of thine elder. If thou createst another without thine elder's leave, both thou and thy progeny shall be slain.
- The Accounting: Those thou create are thine own childer. Until thy progeny shall be released, thou shalt command them in all things. Their sins are thine to endure.
- Hospitality: Honour one another's domain,. When thou comest to a foreign city, thou shalt present thyself to the one who ruleth there. Without the word of acceptance, thou art nothing.
- Destruction: Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.
The Sabbat
Not all Vampires buy into the ideals of the Camarilla. The largest group of these form a sect called the Sabbat. They revel in their dark natures, using humanity as mere sustenance, seeing no reason to hide themselves or their hideous deeds from the daylight world. They view the Camarilla as a web of lies, and its adherents only pawns of their rulers, blinded to the truth of their natures. While most Kindred are aware of the existence of the Sabbat, most do not know many details, let alone structure, of the sect; even the clans and their abilities are not known to all.
Although there are members of all the clans who have turned to the Sabbat (those who go against traditional allegiances are referred to as Antitribu), the bulk of the Sabbat belong to the following clans:
- Lasombra: Masters of commanding others' wills, in the Sabbat, the Lasombra are the counterparts of the Ventrue. Some of the old and powerful members of this clan, the Lasombra Antitribue, maintain allegience to the Camarilla, and are hunted down by their Sabbat clanmates.
- Tzimisce: Rumoured to have included in their number the legendary Vlad Dracul, these eastern European vampires are the epitome of all the old stories. Disdaining to participate in the modern world, there are very few Tzimisce who follow the Camarilla.
The Independents and Bloodlines
These clans and bloodlines have their own objectives, and do not claim to be a part of either sect. While some are protected by treaties from various times, others are not. Some may become accepted in a city, and earn Status and respect of its inhabitants, but others are either disallowed from that formal respect, or by their natures will simply never earn it. In any case, it's a dangerous way to exist, and not all of the members of these groups are welcome wherever they wander.
- Gangrel: The clan of wanderers are adept at survival in any situation. Fighters and storytellers, they are close to nature... and often closer to the beast than other Kindred. The Gangrel have recently removed themselves as a Camarilla-aligned clan, although many Gangrel remain within the Camarilla of their own accord.
- Giovanni: Hideous rumours of necrophilia, incest and necromancy forever set this clan apart from other Kindred, as does the Giovanni accords separate them from Kindred politics. Those who dabble in either, and are discovered, are apt to be destroyed.
- Followers of Set: Preferring to spread corruption of their own design, the Setites maintain a careful neutrality.
- Ravnos: The Tricksters are masters of illusion, and twist reality to their own ends, usually preferring to have nothing to do with Kindred politics. They are few and far between now, their ranks having been decimated by a mysterious disaster.
- Daughters of Cacophony: Perhaps an offshoot of the Toreador or the Malkavian Clans - or both - the Sirens blend artistry with madness for those who hear their song.
- Salubri: A line of healers and pacifists, Salubri are hunted down, especially by the Tremere, due to their practice of diablarizing their sires. Very few of these Kindred exist, and very few other Kindred are even aware of their existence.
- Samedi: These hideous Kindred are universally reviled for the imperfect preservation of their form after their Embrace. Scholars of death, they have little to do with Kindred politics, except for when they are paid for their skills as mercenaries or assassins.
Caitiff
In many ways at the bottom of Kindred society, Caitiff are either unaware of their heritage, or possess some strange mixture of abilities which mark them as a member of no particular clan. Though especially effective and diplomatic Caitiff may rise in some Kindred societies, Elders usually view them along the lines of mongrel dogs. Never was being useful, more important to one's survival.
Character Creation
Now that you have an idea of where you might fit in, it's time to create your alter ego. If you have a copy of Mind's Eye Theatre: Laws of the Night (Revised), you can follow their instructions, and using a copy of our character sheet (you can download it from the site), make your character, but if it's your first, what you might want to do is get a few pointers from an experienced player, or the storyteller. Either way, use your creativity and you'll come up with a winner!